Abstract
This article uses a case study of the multiple arcade machine emulator (MAME) to insist that emulation is an important aspect of digital game culture that should not be dismissed due to copyright concerns. The author argues that emulators should be understood as ludic technologies produced by hacking practices that helped spawn and continue to permeate video game culture. Furthermore, while it may be tempting to describe the MAME as a “counter archive” that challenges institutional models of preservation, by drawing on the work of Coleman the author insists the project is better understood as a hacking practice committed to reordering “technologies and infrastructures” (p. 515). From this perspective, instead of rejecting institutional archival perspectives that view documents as truth-telling entities, the project hacks the traditional notion of the archive by treating platforms as contingent entities and game code as authentic artifacts.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.